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Farmerbink
2022-11-25, 12:40 AM
Welcome, players, to the beginning of a (hopefully) wonderful thread exploring the many violent ways large things kill small things the oppressed overcome seemingly-impossible odds, and the crafty and witty survive to see another day, and indeed thrive despite the occasionally-literally overwhelming force of their foes.

https://i.pinimg.com/originals/11/72/9f/11729f6dc8787fb1d51c6e1fadd6a93d.jpg
Welcome to the Age of Giants!

As you may have picked up from DarkOne's prose, there's a few noteworthy details about "standard" Golarion giants and the primary enemies of this tale. These giants are not insane. At least, they don't act that way, on a macro scale- anymore. Still prolific in their production of offspring and hideously vile in their perception of "lesser" races, these giants have clearly overcome their inability to plan, strategize, and prepare- and traded their shortcomings for keen longterm planning, and the results have been catastrophic for the erstwhile rulers of the world.

Our story begins in a cave, or rather a few different cave systems. First things, first, we all have to get there. For the sake of simplicity, I'm going to engage in some rail-roading.

Brankahm Runechanter (https://www.myth-weavers.com/sheet.html#id=2720972) and Heldrum (the Clanless) (https://www.myth-weavers.com/sheet.html#id=2718535) have been living in the near-surface dwelling home of the Stepford-Hendersons, a community of Gnomes known for being honest folk- if a little foolish, for about 5 years (feel free to write your own bit about how you got there). Their homes nearly all have surface access (usually through small tunnels 30 to 50 feet long), and they are nearly rabid about keeping lines of communication open with other nearby "civilized" folks.

A gathering has been called, with messengers (of both the animal and mystic varieties) sent to all the known nearby neighbors. Urist Kragannan (https://www.myth-weavers.com/sheet.html#id=2721266), Perriket Touchstone (https://www.myth-weavers.com/sheet.html#id=2718670), Bushi (https://www.myth-weavers.com/sheet.html#id=2718244), and Paranomasia (https://www.myth-weavers.com/sheet.html#id=1441637) all traveled to the foothills-turned-village as part of their family/clan/village's detachments.

What I need from you is to decide the following: Who from your family group would have been sent as the political emissary (not your character), how are you related to that person, how many people in total did your family group send, and how did you get there (overland, or do you live "nearby," subsurface)? It's easy to image you all playing different roles (advisor, scout, bodyguard, etc) to those people, but it's key to the story that you all are free to travel beyond the town, should the need arise (he said not at all foreshadowingly), and those people are attending the council of Elrond, not bearing the ring to Mt. Doom. Well, not that, because that's copyright infringement, but those people were sent to talk. Not fight.

In all seriousness, as you can probably tell, I have a bit of an off-color sense of humor sometimes. Please treat this thread primarily as OOC, and secondarily as session zero. I've reached out to everyone new to my silly little slice of Discord. If I don't get to greet you there tonight, it'll happen soon enough.

Triskavanski
2022-11-25, 07:15 AM
From the Kobold Troupe...

Smoke - Kobold Crossbow Gunslinger - Role is Scout - Relation second cousin twice removed. Less of the performer by far.
Pyrite - Kobold Speeker - Semi-Estranged Brother - Is happy with with all kinds of things as long as they glitter. Hates the dark cause things don't glitter in the dark.

Lived nearby

About 10-15 other kobolds joined in, as scribes, skalds, bards and the like.



https://i.pinimg.com/564x/ab/2e/46/ab2e46c55b1dc981fa06bdaf2ac609e0.jpg
Paronomasia
Sheet (https://www.myth-weavers.com/sheet.html#id=1441637)
Kobold Celebrity Bard







Paronomasia comes from a long line of story telling kobolds who have told tales of the days of lore just before everything fell. There was a giant ball of fire high up in the air, and caves that expanded infinitely in all directions. And colors! Those existed too in far more of an abundance than the dark dreary caves they find themselves in now. Not that it seemed to bother most of the other kobolds and citizens of the underground. Even appreciation for the arts has faltered and faded to nearly a non-existence. This could not be allowed to stand! The Kobold's ego fueled by his own hubris and method acting empowered an alter ego he began to take until it was him. That of a Supervillain! However "evil" he may wish to be however, Paronomasia lacked and still continues to lack true evil. Not that matters to him, "Villain's always fall in stories" They were after all defeated by heroes because the Villain lacks something far more important than True Evil. Friends! The Power of Friendship a great many number of times from heroes would overcome even the most dastardly of plots! Empathy! Villains often get betrayed by those they double cross, and it turns into their undoing. Not that hero's naivety doesn't too also cause them to become betrayed on more than one occasion. Its why Evil always rises, because Good is Dumb. Also the villains in the stories were also cooler. But Paronomasia wanted to be better than any of them and hence he became the first and only (that he knows of) supervillain.

Palanan
2022-11-25, 08:41 AM
Excellent, thanks for choosing Perriket. Crunched by work but will try to post later today or tomorrow.

Also, I followed the link you sent, but the gateway page won’t let me post a reply. Not sure if there’s something I should be doing.

Farmerbink
2022-11-25, 10:36 AM
I appear to have put the wrong link in the recruitment thread :smalleek: I think it's fixed O_o

DarkOne-Rob
2022-11-25, 11:34 AM
Repeating this here for reference. I assume that the gnomish bartender referenced in my narrative is one of the Stepford-Hendersons. Is that a good assumption, @FarmerBink?


"Dwarves have always fought giants," begins the bald-headed dwarf seriously as he looks at the gathered children and little-folk. The small crowd had gathered around him, sitting on rocks and the occasional rare wooden chair in the refugee outpost. This near the surface you could sometimes hear the massive hammers and drilling engines of the giants as they dug into the stony earth. They were too close for comfort, but the tunnels were still small enough to prevent any direct assaults on the civilian population hiding here. "For thousands of years - as far back as our oldest records exist - Durin's folk stood up to the monstrous trolls, the stupid hill giants, and the mighty titans. Until their recent awakening we could always rely on one thing above all else. Giants were insane."

Brankahm takes a breath and pull from the covered stein placed there by the bartender. Carefully thumbing down the lid so it snapped into place - you still couldn't trust the halflings or the goblins not to try and take a drink, and dwarven ale had been known to knock one of them out in one sip - he turns back to the gathered listeners to continue his recitation. "Now that their mind-curse has lifted, though, we've been forced to fall back upon the old teachings. The younger races of the world are either dead or, like you, have retreated to the earth. We don't know what the elves did - likely they've used their magic to hide or flee, but no one knows. The drow and monsters of the deep have retreated deeper, leaving the lightless lands even more dangerous than before. Between them all the giants rage and we try to hold back the tide.

Now, the trick to avoiding a giant's attacks is to remember that they're used to looking up at the other giants and not down at us. In the old days they had to be as afraid of each other as anyone else, so little folks like yourselves and those dwarves who practiced could slip between their legs and avoid their sight. Even those massive clubs can't easily hit what the wielder can't see!" he exclaims, clearly expecting a laugh. When none comes he continues, steadily explaining the ins and out of fighting giants and then starting to touch on how to track them.

Perhaps unfortunately the listeners grow quite bored and begin to drift away. Brankahm doesn't stop, even when the last listener excuses himself, practicing the rote-memorized dissertation to be sure he has it all correct. When he's done, perhaps three hours later, he looks around and finds fresh beer in his stein and thanks the bartender. "And the other dwarves called us impatient. Hah! We were nothing like these short-minded folk..." Brankahm says, mistakenly imagining that he's talking only to himself.

From behind him a high-pitched, squeaky voice pipes up and says, "I'm still here, Mr. Dwarf! That story sucked, but fighting giants is important...Do you know any interesting stories, though? I'll get you some stew," says the big-eared goblin seriously.

With a sad smile Brankahm asks, "Little one, why didn't you go with your friends when they left?"

"Oh, they're all dead, like my family. The giants got 'em, and I want to learn how to fight 'em!" says the little...man? Boy? Brankahm isn't really sure about the goblin's age, but nods with understanding.

"I can tell you about the battle of the Sky Spire, where a company of Runechanter dwarves fought a cloud giant tyrant to free the mountain range from his rule. Would you like that?"

"Sure - but before you start I'm going to go whiz. Will you be here?"

"Oh yes, I'll be here until the giants come. Someone has to teach everyone how to fight them, and that someone seems to be me. Thank you, little one," Brankahm answers as the little goblin scampers off. It is several minutes later when he makes his way to the barkeep and realizes that the goblin got distracted and left, apparently forgetting to come back for the Epic of the Grim Company. With a sigh the dwarf looks across at the gnome mixing drinks and cooking. "They never stay, do they?" he asks, earning a snort from the gnome.

"Your stories take ages and you have the delivery of a grindstone. Brank, your coin is good but if you want to be a proper bard or scald you need to work on your stage presence," answers the bartender honestly.

Brankahm nods soberly, apparently unaffected by the strong ale he's been drinking. "For a dwarf I'm positively exciting, but we do have such low voices and the old tales are very thorough..."

"You spend fifteen minutes on genealogy alone!" interrupts the gnome. "I can only stay awake by drinking some mushroom tea or coffee! Have you ever considered a lively song, a limerick, or something a bit more upbeat?"

I'll think on it. Thank you for the stew, responds Brankahm as he nods thoughtfully and carries his large bowl to a nearby table. He eats slowly, pondering the little gnome's words and thinking through the implications at least twice. "Maybe a song next time...there are some good poems that could be set to chant..."

https://lh3.googleusercontent.com/Xf8ZalqVgWRE_1KoTA_c6SvZPaQJu6Siby_GdVV_6FrrLBa-LnS7Rj-W9YAH_Nv1iXWpJkRUBpMkUuqvHRbv6wgn_ayG_FF6NjXKMzjY6 TFHboQdGeqdeDM33MjJWtYRE7trXHCZsg=w2400

(Minus the shield and skull on the flail-head - yes the image is shamelessly stolen and not quite perfect, but he's not wearing an overly large amount of armor and he's wielding a MW flail, so this is my best shot.)

Name: Brankahm Runechanter (https://www.myth-weavers.com/sheet.html#id=2720972)

Race: Dwarf (Giant-Hater)
Homeland: Greenhill, a now-ruined farming and mining village on the surface. Before giants destroyed it, Greenhill was home to a small clan of dwarves, the Runechanters, who were known amongst their fellows as "nomadic" - they didn't live in stone houses centuries old. Instead they lived in wooden homes built no more than a generation ago, moving about once or twice a century as the desire hit them. While living in Greenhill this clan worked with several other surface-dwelling races, especially humans, to manage the farmland and small gemstone mines in the area.

Character Level: 2
Class: Fighter (https://www.aonprd.com/ClassDisplay.aspx?ItemName=Fighter) (Lore Warden (https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Fighter%20Lore%20W arden%20(PFS%20Field%20Guide)), Martial Master (https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Fighter%20Martial% 20Master)) VMC Bard (https://www.d20pfsrd.com/Classes/character-advancement/#Bard)

Gender: Male
Age: 65

Height: 4'3"
Weight: 175 lbs

Alignment: Lawful Good
Deity: Dwarven Pantheon, generally

Role: Flexible switch hitting fighter, generally knowledgeable about dwarves and giants, will become a combat maneuver generalist over time.

Concept: Tier 4 or 3 Fighter

Appearance: Brankahm Runechanter appears to be a dwarf's dwarf - his brown beard is just starting to show some silver and he keeps his head shaved. The several visible scars speak to a lifetime of war and combat. Other dwarves will immediately think him flighty and distracted, though most other races won't notice his distracted tendencies just by his appearance.

Brankahm's basso voice is deep and resonate, as one would expect of a dwarf, and he is often heard singing to himself as he works to renew his memories of Runechanter lore. Once again, most dwarves find this behavior distracting and very embarrassing for him, but Brankahm doesn't seem to mind.

Personality: Brankahm is a visionary and a bit of a dreamer - not quite a capital offenses in most dwarven clans, but signs of poor upbringing at least. By dwarven standards the reckless man acts too quickly, only considering something twice or thrice and willing to take his own counsel against that of his companions. However, he is deeply knowledgeable about his race, his clan (the "Runechanters" - nomadic dwarves known for living in wooden houses!), and the hated foes of the dwarves, giants.

Traits (including RP-noteworthy features): Reckless (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Reckless) (Combat) - Brankahm moves with a quickness and lightness of feet that other dwarves cannot fathom. He's bold and daring (by their standards) and willing to take risks to get into positions during battle that wiser, more experienced dwarves would recognize as too risky. "He's just too young," or "It's that strange idea of moving every decade or so," they say, blaming his haste on one thing or another. What they cannot deny, however, is that he is able to get to places that they usually can't and that sometimes this turns out to be an advantage...

Seeker (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Seeker) (Social) - Perhaps it is a result of his unusual family, but Brankahm seems to always be looking for the next new thing. Never satisfied and usually impatient, his gaze flits about most inappropriately as he keeps an eye out for...something.

Grounded (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Grounded) (Race) - In spite of what other dwarves say, Brankahm considers himself very well balanced and pragmatic. The slow moving, ultra-conservative nature of most dwarves partially led to the giant uprising, he thinks, and needs to be countered with new thought and ideas - carefully considered and weighed in their own right. He isn't brash, he's just decisive and confident.

Lore Keeper (Racial Characteristic) - From a young age Brankahm demonstrated an excellent memory. His family apprenticed him with the clan's elder Lore Keeper as soon as he was old enough (about 25, any earlier was just too scandalous) and he took to the stories, poems, songs, and runes with ease. Ever since Brankahm has loved sharing what he knows to anyone who will listen.

Unstoppable (Racial Characteristic) - Brankahm is a dense, healthy dwarf. His time in the sun, breathing fresh air, and eating fresh, farm-grown food has kept him hale and strong.

Giant Hunter (Racial Characteristic) - The Runechanter clan has always had trouble with giants. As one of the few dwarven clans to make their homes above ground they encountered many different enemies. While they were able to make peace with some of them (Elves, Goblins, Orcs, etc...) the giants proved impossible. So the clan became specialists, hunting and killing giants wherever they were found. It seems likely that this is why their home was targeted early when the giants rose to dominance.

Rock Stepper (Racial Characteristic) - One of the worst things about fighting giants is that they break everything, leaving rubble and difficult terrain wherever they go. The Runechanter clan learned to manage better than most in such places as they hunted their enemies and taught it to the young dwarves from an early age.

Drawback/Character Flaws: Sentimental (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Sentimental) - As the last living member of the Runchanter clan, Brackahm often allows his mind to wander. He thinks about his late family, their lovely farming village, and the modest mines they worked alongside humans and other surface races. There is a sadness to his thoughts, as well as a deep sense of responsibility. He must marry someday and do what he can to keep the clan name alive. But who would want to marry a lonely dwarf without a proper family to join?

Background: Born on the surface, in a little village named Greenhill, Brankahm Runechanter grew up around many races and peoples. His family were farmers, working tirelessly as only dwarves can to provide food for the gem-miners working nearby. They were respected members of their clan - the Runechanter clan - and had a nice wooden farmhouse on the outskirts of town. Like many dwarven families, his parents had several children, all several decades apart in age, and most of them helped with the family land or sold the crops and livestock.

The Runechanter clan was "nomadic" by dwarven standards - living in "temporary homes" and moving frequently, about once or twice a century. They enjoyed the open air, sunlight, and people. Their songs and history were kept in massive tomes of paper - paper, of all things! - and taught in oral tradition to the younger generations. Brankahm was to become a Lore Keeper and had been apprenticed to the clan elder for about two decades when the giants hit.

As one of the few surface-dwelling clans, the Runechanters had fought giants for centuries. Though they knew all the tricks and were considered expert giant-hunters they were overwhelmed. For the first time in history the massive morons were working together, without internal bickering and infighting, and they were simply too much for the village. Brankahm survived only by fleeing one night away into the wilderness. Those who had tried to take shelter in the gem mines were starved out and the village massacred, down to the last child. The Runechanter clan was decimated, their lore books lost and their only memories in the minds of disdainful distant families and their one surviving son, Brankahm.

Since then Brankahm has found his way underground to the relative safety of some of the last holdouts against the giants. He's spent his time teaching tactics and working with the other races there to hold off the overwhelming tide, though in his idle moments he prays to the dwarven gods that he might meet a well-built dwarven woman who might one day start a family with him. For now, though, there is the war, and that's all he can manage.

Hooks: Hunting and killing giants, anything his cousin Tharnar Moltenhand needs help doing, romantic interests and establishing a family to rebuild his clan.

At this level there isn't much, just some feats and Combat Stamina. However, as he levels Brankahm will grow capable of adjusting his combat feats to suit the encounter pretty well. I intend to have him take feats so that he can get access to most any feat down any tree, if possible. Imagine a "Schrödinger's Fighter," if you will. Martial Flexibility is big here, as is the knowledge and skill flexibility from his Bard VMC. I especially intend him to be a problem for giants by getting good at combat maneuvers and making things hard for them in ways they aren't expecting.
Brankahm is the last of the Runechanters, so he's going to attach himself somewhat to any dwarf clan willing to accept him. He considers himself the de facto clan elder of his family, but isn't happy about that fact. I figure he's been around long enough to have established a place on the periphery of the community and be accepted there.

Do you need more from me? Let me know!

Palanan
2022-11-25, 02:56 PM
Is there a list of available deities? Not sure if our communities have access to the baseline pantheon of Golarion or if there's a narrower list.

Also, not sure whether to post questions like this here or in the Discord channel.

Farmerbink
2022-11-25, 04:59 PM
Is there a list of available deities? Not sure if our communities have access to the baseline pantheon of Golarion or if there's a narrower list.

Also, not sure whether to post questions like this here or in the Discord channel.

Solid rule of thumb is if you want it easily searchable and saved for future reference, put it here. If you want an answer in the next 15 minutes, put it in Discord.

So regarding deities, I've actually put a fair bit of thought into it. The general cultural expectation is that the gods have abandoned the "people" (not humanity, for obvious reasons). Most small communities have no meaningful interaction with deities. Select few locations (including this starting village) will have a handful (5 or less) people who are divinely empowered, proving a bit of contrast to the general take. In short, you have access to deities for PC options.

tonberryking
2022-11-25, 05:59 PM
Bushi (https://www.myth-weavers.com/sheet.html#id=2718244) repost along with a few other odds and ends.

But to answer the matter of why she was summoned...

It's my personal headcanon that most of the surrounding gobbos within reach are communities made up of relatively younger and somewhat chaotic but (basically) good natured goblins because of an incident I referenced in Bushi's backstory. Due to the last remaining hobgoblins pretending to make nice before trying to stage a muderthon, practically *any* goblin that could remember what life used to be like on the surface is dead.

Enter Big Job.

Big Job is a crafty, pragmatic dwarf sized goblin who acts like he's drinking buddies with everyone (important.) He Starscreamed his way into surviving the wicked goblin purge and has lived for a very long time by goblin standards. While he's reached his twilight years, and has an incredibly cynical, spiteful attitude about being accepted among the other shorties, he's been the driving force in keeping most goblins in line for the past couple decades. Sure, there's a large swath of goblins like Bushi, who legitimately WANT to be accepted or have found some sort of calling, but there's also a bunch of them who need a Kingpin to keep them in line. Big Job is only behaving (and forcing many goblins to behave) because he knew a good thing when he saw it with the humanoid alliance, and knows for a fact the giants won't ever give him and his kind a similar deal. He will fight to keep the status quo. And he fights dirty. He is also, possibly, more than likely, Bushi's grandfather or grand uncle. He and his entourage came via subterranean travel, his entourage consisting of a few of his most competent criminal coconspirators goblins, the carriers of his palanquin, and Bushi.

Bushi herself doesn't look like the stereotypical/Golarion goblin (a hideous big headed gremlin that looks like a rotting pumpkin doll with glass shards for teeth) and more resembles a cat monkey humanoid with a long whispy tail and a mane of hair. Whether is is due to a few generations of clean living goblins, or because many of her mother's bloodline followed the beast totem, or both, is anybody's guess, but she is also the ONLY goblin who ever got in trouble for nicking art supplies (and she was very sorry afterward) and as such somehow endeared herself to the other humanoids as she grew up. Big Job brought her along solely because he thinks she's a total sap, but a useful one.

Palanan
2022-11-26, 12:57 AM
The call to council came: and the Deephall answered.

The dwarves of the Deephall, together with the whiskerfolk of the Warren, have sent two of their leading voices to represent them. From the dwarves comes Beolfryth Hymn-Hoarder, a great loresinger and cavespeaker, not unskilled in war; and from the whiskerfolk comes Brathahul Earthtongue, well-known as a deft persuader and peacemaker.

They travel as lightly as they can, while still allowing for the demands of safety and the necessary theatrics of even small-scale diplomacy. Beolfryth and Brathahul are each attended by a personal assistant, serving as both valet and attaché, and defended by two doughty dwarf-warriors who know the sunlit wilds and have the scars to prove it.

Perriket has joined as one of two overland guides, whose task is to scout ahead and ensure that each stage of the route is both on-course and free from dangers—ambush, old traps, roaming predators, or any of a thousand unfriendly eyes. Any journey is always perilous, and the guides can never promise more than a vaguely lessened sense of danger; but Perriket is noted in the clan for his ability to slip through thickets like a wisp of smoke, silent and unseen.

The journey itself is an endless grind of grating stress, as Perriket and Ojjamit, the other guide, work their way ahead a mile or two at a time, every sense acutely alive and attuned to the finest details—an unfamiliar scent, a sudden silence of birds, a strangely crumpled leaf. Their task is grueling, exhausting, from the instant-to-instant personal hazard as well as the immense responsibility for the safety of the emissaries—and by extension their entire combined clan.

Once they arrive in the gnome-hills, Perriket’s work is done, at least for the moment; he and Ojjamit can rest, sleep securely, learn the local terrain and its hazards from their hosts. Perriket will join the emissaries in their council if he can; but while listening to the scouts of the Stepford-Hendersons, he will also be alert to any opportunities for scrounging tidbits of arcane knowledge: a glyph here, a formula there, anything to feed his constant curiosity about the frontiers of the ancient Art. He only has a couple coins to his name—having spent all he managed to save on a small trove of new spells—but he will be glad to talk to anyone in the gnome-hills with a similar fascination.


Beolfryth Hymn-Hoarder
Skald 5

A leading member of his clan’s witan, Beolfryth is celebrated in the Deephall and beyond for his great store of memorized songs, hymns, sagas and incantations. Among surviving dwarves he is considered one of the greatest living repositories of dwarven oral tradition. He commands an immense library of poetic formulae, each an echo of war and glory, which he skillfully arranges to profound effect for a dwarven audience. His reliance on stock phrases and predictable structure doesn’t always impress non-dwarves, but his apprentice helps him adapt his songs and oratory to other audiences as required. Beolfryth is also a great teller of riddles, and the one about the roughish root always has the great hall bellowing with laughter.

Skarri Map-Sighted
Ranger 1 (Dandy)

Lately apprenticed to Beolfryth, the young dwarf Skarri has only distant memories of the sun. Even in his early youth he was considered somewhat odd for his deep interest in the words and ways of non-dwarven realms; but in the years since the great catastrophe, his knowledge has become vital to deciphering the scraps of other cultures brought back by surface scouts.

Brathahul Earthtongue
Rogue 1/Ranger 3 (Deep Walker)

A shrewd bargainer and fearless cave-scout in his younger days, Brathahul is now respected as a wise and cunning elder, who negotiates alongside the dwarves of the Deephall on matters of trade, defense, and free passage through the territories of other deep survivors. A past master of the verbal knife-fight, he is now more often a voice for reconciliation and compromise in the chittering tumult which passes for decision-making among the whiskerfolk of the Warren.

Narajhet Glitterpool
Oracle 1 (Stone mystery)

Informal assistant to Brathahul, the young Narajhet is one of the Warren’s best healers, drawing upon the subtle powers of spirits deep beneath the earth. Attuned to her visions and trances, she does not deign to acknowledge that Perriket and Ojjamit are quietly competing for her attention.

Gytha Barrow-Scourge
Ranger 3 (Corpse Hunter)

Among the Deephall’s best surface warriors, Gytha speaks rarely and listens closely. He earned reputation for single-handedly felling a pack of barrow-wights, and he is notably skilled at hunting and dispatching the unliving.

Snethi War-Minded
Ranger 1/Fighter 2

Arrogant, aggressive and often unpleasant, Snethi never misses an opportunity to argue with Perriket and Ojjamit about their route, nor to make snide remarks about their fieldcraft and hunting skill. He is indifferent at best when it comes to navigating sunlit lands, and he is no great cook himself; but his war-axes and battle-yearning may help make the difference if the travelers are set upon in the surface wilds.

Perriket Touchstone
Ranger 1 (Guide)/Wizard 1

Although Perriket is no warrior—as Snethi often remarks—he is a superb scout and a remarkably successful urban scavenger, though of late he has been distracted by a strange fascination with the rudiments of the arts arcane.

Ojjamit Dapplegill
Ranger 1

Another of the Warren’s best surface scouts, Ojjamit usually leaves the ruins of cities to others, and instead prefers to scour the dense young forests of former fields in search of chanterelles, boletes, puffballs and other delicacies.

Athaleon
2022-11-26, 01:58 AM
Urist arrived with a sizable entourage. His clan sent his uncle, Snorri Goldgather, as the emissary. The rest were soldiers of the household guard, and a few servants. It's a large and somewhat extravagant affair, but Clan Kragannan (who'd lost the greater part of their fortune and holdings to the giants) is prideful and keenly focused on putting on an impressive show of wealth and influence. Urist came along as the expedition's healer on their perilous, partially overland journey, and to accompany his uncle to learn a little about diplomacy and politics - he may after all come to lead the clan in the coming decades.

Athaleon
2023-04-21, 05:16 PM
Survival: [roll0]

tonberryking
2023-04-21, 05:23 PM
Survival: [roll0]

Farmerbink
2023-04-21, 09:20 PM
[roll0]
or
[roll1]
to assist

DarkOne-Rob
2023-04-22, 03:32 AM
Survival [roll0]

DarkOne-Rob
2023-04-22, 08:49 AM
Knowledge (Local): [roll0] for more on the Trogs.

Palanan
2023-05-16, 09:26 AM
As per the DM's request, a few questions from Perriket:


From the scraps and fragments that Perriket has been able to study of the lost races’ magic, he knows there were once immensely powerful casters—individuals who could warp time and space, bend reality, transform themselves and the world around them.

And the more Perriket learns, the more Perriket wonders: why didn’t they stop the giants? Why didn’t they protect the world? Did they simply run, escape, vanish to elsewhere in the cosmos without a second thought for those left behind?

If not—then will they one day come back? Will they return to end the giants and save what little is left of the world? And if this was their plan, why is it taking so long? When will they return? Years, decades, centuries hence? And why wait to return, rather than striking back as soon as the giants attacked?

tonberryking
2023-06-27, 08:12 PM
[roll0] Here's that fort save

Athaleon
2023-08-04, 05:43 PM
Reflex vs Entangle: [roll0]

Athaleon
2023-08-04, 05:46 PM
Sorry for double post.

Strength check to break free as a Move Action: [roll0]

If that fails, he'll try again: [roll1]

Farmerbink
2023-08-05, 01:45 PM
Heldrum save vs entangle: [roll]1d20/roll]
if failed, str check (or two)
[roll0]
[roll1]

Farmerbink
2023-08-05, 01:46 PM
Man, what a loser. [roll0] initial reflex

lol, classic

Athaleon
2023-08-07, 01:26 PM
Threatened crit in IC post.

Confirmation: [roll0]
Damage: [roll1] total, including the 9 originally rolled